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Tourists as Gamers: Gamification to Leverage Tourism in Indonesia

Linda Rotua Maritan Gurning () and Rahmat Ingkadijaya ()
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Linda Rotua Maritan Gurning: Sekolah Tinggi Media Komunikasi Trisakti
Rahmat Ingkadijaya: Trisakti Institute of Tourism

A chapter in 4th International Conference on Tourism, Gastronomy, and Tourist Destination (TGDIC 2023), 2023, pp 166-172 from Springer

Abstract: Abstract This research investigates the use of gamification to enhance tourism experiences in Indonesia, with a focus on travelers as gamers. Using a qualitative research approach, this study combined literature review and interviews with game developers (2 participants), game users (2 participants), and destination managers (2 participants), located in Jakarta between 22 May - 10 June 2023. The limited number of participants is a limitation of this study and may affect the generalizability of the study. Findings showed strong support from game developers to utilize gamification to promote tourism through immersive gameplay and engaging stories. Jakarta-themed games and the incorporation of Indonesian cultural elements, such as mythical creatures like ButoIjo, are examples. However, this research identifies a significant challenge of a lack of investor confidence in the storytelling capabilities of Indonesian game developers. Gamers showed a clear preference for games that facilitate exploration of tourist destinations, emphasizing the importance of strong narrative elements. This research underscores the importance of developing tourism-focused games with compelling narratives and culturally relevant features to effectively attract and engage tourists. Collaborative efforts between game developers, government and tourism stakeholders are crucial in creating tourism-related games that are competitive and promote destinations in Indonesia effectively. This study contributes to understanding how gamification can enhance tourism in Indonesia and highlights the importance of collaborative efforts in developing immersive tourism experiences.

Keywords: Gamification; Indonesia; Mobile Gamers; Storytelling; Tourism (search for similar items in EconPapers)
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:spr:advbcp:978-94-6463-296-5_22

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DOI: 10.2991/978-94-6463-296-5_22

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